posted Feb 9th 2012 11:58am by
Brian Benchoff
filed under:
ATtiny hacks

As a senior in high school, [Owen] has been waiting to hear from the colleges he applied to for months now. Some of his applications wanted a mid-year report to see if he didn’t come down with senioritis. [Owen] realized these colleges allowed additional materials beyond a high school transcript, so he built a tiny video game that shows his electrical and programming skills.
The Demomite, as [Owen] calls his build, is an amazing piece of work. The entire system is based around an ATtiny2313 with a measly 2kB of program memory. Aside from a graphic LCD from Sparkfun and a repurposed NES controller, there isn’t much else to the build. As a study in minimalism and simplicity, [Owen] gets a big congrats from us.
The entire game fits in the 2kB of flash on the ATtiny, mostly due to coding the entire thing in assembly. You can check out [Owen]‘s time-lapse construction video, software demo, and the video he sent to colleges after the break.
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posted Jan 31st 2012 1:01pm by
Mike Szczys
filed under:
nintendo hacks

Some of our younger readers will never have experienced this before, but back in the day your video games would slow way down if there were too many moving objects on the screen. The original Castlevania comes to mind, but many will remember the problem while playing the fantastically three-dimensional Super Nintendo game Starfox. [Drakon] isn’t putting up with that hardware shortfall any longer, he hacked this cartridge to run at 42 MHz, twice as fast as the design spec.
We only occasionally look in on the cart hacking scene so it was news to us that three different versions of a pin compatible chip were used in this hardware. The first two suffer from the slowdown problem, but the final revision (SuperFX GSU 2) doesn’t. It can also be overclocked as high as 48 MHz but because of the video frame rate you won’t see added improvement with the extra 6 MHz.
[Drakon] used a Doom cartridge as a guinea pig because it offers the most RAM, and set to work rerouting the traces for the ROM chip to an EEPROM so that the hardware can be used with different games. He also took this opportunity to patch in the faster clock signal.
posted Jan 19th 2012 3:57pm by
Mike Szczys
filed under:
nintendo hacks

Here’s one way to really keep the component count low. [David] developed an NES controller that doesn’t use any buttons. The copper clad has been milled to provide a pad which registers a button push based on capacitance. The board has a SIL header at the top, making it easy to plug into the Arduino board that reads the inputs.
[David] had trouble getting the Arduino pin read functions to respond fast enough for he NES console’s expectations. He ended up using commands to access the ATmega’s peripherals directly in order to achieve the target timing. Speaking of, he did his own sniffing of the communication scheme using a logic analyzer. The results of that work, as well as the board files and code are available at the site linked above. And there’s a demo of the controller used to play Super Mario Bros. in the clip after the break.
This is actually a tangential project using a PCB mill which he’s developing through Kickstarter. This certainly shows that the mills works as designed. Read the rest of this entry »
posted Nov 27th 2011 9:01am by
Brian Benchoff
filed under:
nintendo hacks

The Queen of Bondo is back again, this time with an adorably small NES portable, the HandyNES.
When last saw [lovablechevy], she had just finished up her build of a Nintenduo, a build that stuffed an NES and SNES into a single box. The Nintenduo was such a clean build it would be a crime to let her talents go to waste, so [Lovablechevy] finished up one of the smallest NES portables we’ve seen.
The build is based on a top-loading NES with a 3.5″ screen. [rekarp]‘s NES2 composite mod was used to get the NES and screen working together. Two LiIon batteries provide 3 hours of play time (with a low battery indicator, natch).
[lovablechevy] also included an AV out so she can connect her HandyNES to a larger CRT screen. Like our old Sega Nomad, this allows for a little two-player action – player one using the HandyNES and player two using an extra controller. Support for the Zapper was also included after modding the Zapper connection to a USB port.
Check out the video walkthrough after the break. To prove that her build isn’t a clone, [lovablechevy] also include a video of herself playing Battletoads past the point where the clones crash. Excellent work from the Queen of Bondo.
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posted Nov 13th 2011 2:01pm by
Mike Nathan
filed under:
news,
nintendo hacks,
pcs hacks,
peripherals hacks

[Oliver] had an old NES controller laying around, and without any other use for it, he decided to repurpose it as a portable storage device.
He gutted most of the controller, removing the plastic standoffs, leaving the D-pad and remaining buttons intact. He crammed a 32 GB flash drive inside, along with the guts from an SD card reader. Using a Dremel he cut several openings into the controller, one for the flash drive and SD card reader’s USB ports, as well as for the SD card itself. When the physical modifications were finished, he installed a small Linux distro on the flash drive, which can be run by any PC that supports booting from USB.
While some might argue, we think it’s a neat way to reuse an old gaming peripheral that he might have otherwise thrown out. The portable OS is something that would certainly come in handy, though we can’t wait until the Raspberry Pi is finished – it would be awesome to have a complete computer packed in there too.
posted Oct 26th 2011 8:01am by
Brian Benchoff
filed under:
nintendo hacks

[lovablechevy] loves her Retro Duo console, especially since it takes up less space than the NES and SNES it has replaced. There’s a small problem though: the Retro Duo isn’t 100% compatible with her old Nintendo cartridges. Battletoads is a deal breaker for her, so she built Nintenduo, an NES/SNES console that uses all original Nintendo hardware.
The Queen of Bondo began her project with a top-loading NES and the smaller revision of the SNES. There’s a Photobucket gallery showing the innards lovingly placed in their new plastic home.
Not only can [lovablechevy] play classics like Paperboy, Donkey Kong Country, and the Super Mario RPG that are incompatable with the Retro Duo, all the accessories like the Zapper and Power Pad now work.
The finished build is very small; not much bigger than an SNES 2, and is nearly dwarfed by the gigantic NES cartridges. She posted a video of herself trying not to shoot the stupid Duck Hunt dog with her Nintenduo. Check it out after the break.
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posted Sep 19th 2011 9:01am by
Brian Benchoff
filed under:
wii hacks

[Bruno]‘s Wii RetroPad Adapter was sent into the tip line, and we’re loving the possibility of using Playstation 2, Genesis, NES and SNES controllers with our Wii.
While there are commercial solutions that connect an NES or SNES controller to a Wii, everything connects to the GameCube port and there is no adapter for Sega or Playstation controllers. For his build, [Bruno] used an ATmega168 to read data from the classic controllers and translate that to the Wiimote I2C bus. Think of it as a new classic controller with the same form factor your 8-year-old self knew and loved.
The schematic for the build is very simple and [Bruno] has all the software out in the open. Even the PCB is single sided and looks like it would be a great candidate for a homebrew PCB. There’s no indication [Bruno] is trying to monetize his creation, so he’s either doing right, or so very wrong. Check out the Dualshock 2/Mario 3 demo of this board after the break.
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posted Jul 18th 2011 3:42am by
Mike Nathan
filed under:
nintendo hacks

[Dominic] wrote in to share a pretty neat Famicom console mod that improves both the video and audio output of the system. While some of you may be familiar with the PlayChoice 10, we’re guessing that many of you are not. The PlayChoice 10 was an arcade-style machine that allowed you to play up to 10 different NES games. The system’s hardware was quite similar to the Famicom/NES consoles, but the graphics and sound performance was superior to either console.
[Dominic] decided to tweak his Famicom system, and ended up replacing its native Picture Processing Unit (PPU) with one from a PlayChoice 10. This allows the console to output RGB video natively, resulting in a crisper picture with brighter coloring. He didn’t stop there however. His Famicom system also sports an upgraded audio circuit that boasts psuedo-stereo sound as well as increased bass response and better overall audio clarity.
The console looks nearly stock, and performs quite well according to [Dominic]. Be sure to check out the video comparison embedded below to see how the modifications improved his system’s performance.
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